// Copyright (c) 2006-2008 The Chromium Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. #ifndef SKIA_EXT_PLATFORM_DEVICE_WIN_H_ #define SKIA_EXT_PLATFORM_DEVICE_WIN_H_ #include #include #include "SkDevice.h" class SkMatrix; class SkPath; class SkRegion; namespace gfx { // A device is basically a wrapper around SkBitmap that provides a surface for // SkCanvas to draw into. Our device provides a surface Windows can also write // to. It also provides functionality to play well with GDI drawing functions. // This class is abstract and must be subclassed. It provides the basic // interface to implement it either with or without a bitmap backend. class PlatformDeviceWin : public SkDevice { public: // The DC that corresponds to the bitmap, used for GDI operations drawing // into the bitmap. This is possibly heavyweight, so it should be existant // only during one pass of rendering. virtual HDC getBitmapDC() = 0; // Draws to the given screen DC, if the bitmap DC doesn't exist, this will // temporarily create it. However, if you have created the bitmap DC, it will // be more efficient if you don't free it until after this call so it doesn't // have to be created twice. If src_rect is null, then the entirety of the // source device will be copied. virtual void drawToHDC(HDC dc, int x, int y, const RECT* src_rect) = 0; // Invoke before using GDI functions. See description in platform_device.cc // for specifics. // NOTE: x,y,width and height are relative to the current transform. virtual void prepareForGDI(int x, int y, int width, int height) { } // Invoke after using GDI functions. See description in platform_device.cc // for specifics. // NOTE: x,y,width and height are relative to the current transform. virtual void postProcessGDI(int x, int y, int width, int height) { } // Sets the opacity of each pixel in the specified region to be opaque. virtual void makeOpaque(int x, int y, int width, int height) { } // Call this function to fix the alpha channels before compositing this layer // onto another. Internally, the device uses a special alpha method to work // around problems with Windows. This call will put the values into what // Skia expects, so it can be composited onto other layers. // // After this call, no more drawing can be done because the // alpha channels will be "correct", which, if this function is called again // will make them wrong. See the implementation for more discussion. virtual void fixupAlphaBeforeCompositing() { } // Returns if the preferred rendering engine is vectorial or bitmap based. virtual bool IsVectorial() = 0; // Initializes the default settings and colors in a device context. static void InitializeDC(HDC context); // Loads a SkPath into the GDI context. The path can there after be used for // clipping or as a stroke. static void LoadPathToDC(HDC context, const SkPath& path); // Loads a SkRegion into the GDI context. static void LoadClippingRegionToDC(HDC context, const SkRegion& region, const SkMatrix& transformation); protected: // Arrays must be inside structures. struct CubicPoints { SkPoint p[4]; }; typedef std::vector CubicPath; typedef std::vector CubicPaths; // Forwards |bitmap| to SkDevice's constructor. PlatformDeviceWin(const SkBitmap& bitmap); // Loads the specified Skia transform into the device context, excluding // perspective (which GDI doesn't support). static void LoadTransformToDC(HDC dc, const SkMatrix& matrix); // Transforms SkPath's paths into a series of cubic path. static bool SkPathToCubicPaths(CubicPaths* paths, const SkPath& skpath); }; } // namespace gfx #endif // SKIA_EXT_PLATFORM_DEVICE_WIN_H_